Topic Summary

Posted by: WM_Moderator

Hey, we did some more research here at HQ and I think I do understand what you're doing. Since the original post is over a year old, I believe it's something that has since been fixed.

To not have a seam, you must use a blending percentage greater than zero. To make sure that a color value doesn't get blended, uncheck "Blend across tiles" in the Bitmap Output device. Doing so may cause some kind of seam-like artifacts still, but it will be an order of magnitude less of a problem than not having any context shared across the tile seam.

Hope that helps!- Forum Moderator

Posted by: WM_Moderator

That's definitely what the blending option is for, so that's what I would normally recommend here. Can you explain more of your use case for the non-exact pixel color? Hopefully with more details I can be of more help!

Posted by: PhallundraTdB

Im currently working on a project that need to be exported on tiled build. The problem is that the bitmap texture dosent match between two Areas. We can clearly see a cut and THAT is a huge prob !

I cannot use a blending process because of a "non-exact pixel color" issue (whatever thats not the thing.) so it is 0% . However i tried all tiles build option checked AND unchecked ("share edges vertices" and "calculate edge tiles") and nothing change, there's the same cut.